Change Firerate
									24 Sep 2015, 17:00 PM
				
	#1					
								
					
				
		
Posts: 103 | Subs: 1
How to Change the firerate?
			
		
									24 Sep 2015, 18:45 PM
				
	#2					
								
					
				
		
 
    		            							
			    		Posts: 756 | Subs: 8
If it is a burst weapon, change the rate_of_fire in burst.
If it is a non-burst weapon, change the cooldown.
Keep in mind that some weapons have specifically timed animations, so the animations will not be tuned to the new fire rate. There is no way to get around that currently.
			
		If it is a non-burst weapon, change the cooldown.
Keep in mind that some weapons have specifically timed animations, so the animations will not be tuned to the new fire rate. There is no way to get around that currently.
									24 Sep 2015, 19:20 PM
				
	#3					
								
					
				
		
Posts: 165 | Subs: 2
also for non-burst weapons, the delay between shots =
aim.average of min/max multiplied by modifiers + fire.wind_up + fire.wind_down + cooldown.average of min/max multiplied by modifiers (except on the last shot, that uses reload instead) + 0.125 (the minimum time to fire a single shot, only applies to non-burst weapons)
So reducing cooldown alone may not make a noticeable difference if aim and wind up/down are greater factors.
wind up and wind down are used specifically for animation times. So if the animation of working the bolt on a bolt-action rifle takes 1.3 seconds after firing, they'll put a 1.3 second wind_down on the weapon. In CoH1 there was a long time 'bug' with the Wolverine since the weapon had a wind_up time dealing with its animation, so if a fast moving target left it's aiming cone before the wind_up time was complete, the Wolverine would fail to fire and would have to turn the turret again and try again.
			
		aim.average of min/max multiplied by modifiers + fire.wind_up + fire.wind_down + cooldown.average of min/max multiplied by modifiers (except on the last shot, that uses reload instead) + 0.125 (the minimum time to fire a single shot, only applies to non-burst weapons)
So reducing cooldown alone may not make a noticeable difference if aim and wind up/down are greater factors.
wind up and wind down are used specifically for animation times. So if the animation of working the bolt on a bolt-action rifle takes 1.3 seconds after firing, they'll put a 1.3 second wind_down on the weapon. In CoH1 there was a long time 'bug' with the Wolverine since the weapon had a wind_up time dealing with its animation, so if a fast moving target left it's aiming cone before the wind_up time was complete, the Wolverine would fail to fire and would have to turn the turret again and try again.
									25 Sep 2015, 16:28 PM
				
	#4					
								
					
				
		
Posts: 103 | Subs: 1
Ok thank you i will try it with the MG34 HMG
			
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